I have to mention this one, not just because I bought it, but because it's frankly a really nice collection of all the Subterranean Press releases in digital format (epub, mobi and pdf). The bundle includes works from Joe Lansdale (if you haven't read Joe Lansdale go shoot yourself and then come back as a zombie cowboy), Caitlin Kiernan, Cherie Priest, Dan Simmons, Connie Willis, the late Jack Vance (whom all should experience), Robert McCammon (another horror great), Clive Barker, Tim Powers (Powers remains one of my top ten author influences on my perception of what constitutes good fiction, period), and Thomas Ligotti (a contemporary edition of Lovecraft, I have always felt). Harlan Ellison. Joe Scalzi. There are more, but seriously, this is already an amazing list.
Right now for $15.00 (as of 2/25/15) you get 22 tomes. That is a lot of good reading for less than a buck apiece.
I can vouch for Joe Lansdale's work. I can assure you Vance is amazing. I have the greatest respect for Ligotti. The rest is going to be largely new to me (even the Tim Powers books which include a return to the Anubis Gates universe and Salvage and Demolition, which I had not heard of before now), but there's some seriously good pedigree here.
There are roughly 6 1/2 days left on this deal as of 2/25/15 so go check it out.
Wednesday, February 25, 2015
Lands of Pergerron: Cynderis Elator, human ranger beastmaster outcast
Cynderis Elator
Cynderis is an outcast of the Hadumari Elator tribe, after she went on a walkabout and experienced visions she believes were given to her by the Primordial Sambador, bonding with her axe beak companion that she named Cutter. She rejected the tribe’s beliefes in Skurn and Vornen and was cast out for her heretical beliefs. She now hunts those who would stand against the return of Sambador.
After she was cast out, Cynderis was joined by her half-brother Astos, who himself was accused of thievery and scheduled to be sacrificed to the beast gods. She freed him and they stole away in the night. Eventually the siblings made their way to the Silver Coast, where Cynderis began to ply her skills as tracker and hunter for coin, but Astos fell in with a bad crowd and joined a Thassaric witch on a mad quest to uncover ancient relics of the Elemental Demons. When Astos disappeared, she went looking for him.
Race: Human female; Class: Ranger (beast master); Level : 3; XP: 900
Alignment: Neutral Good; Background: Outlander (outcast)
Ranger of Hadumari, the Beast Lands
STR 14 DEX 16 CON 12 INT 10 WIS 12 CHA 10
HD 3D10+3; HPs 27; AC 15
Saves: Strength +4, Dexterity +5
Languages: Hadumari, Anansis (common), orcish
Tool Proficiencies: flute proficiency
Feats: Sharpshooter (no disadv. at long range; ignore ½ and ¾ cover, may take -5 to hit for +10 dmg)
Ranger Traits: Favored Enemy (monstrosities), Natural Explorer (grassland), Fighting Style (archery; +2 ranged bonus), Spellcasting, Archetype (beast master), Primeval Awareness
Beast Master Traits: beast companion (axe beak named Cutter)
Outlander Trait: wanderer
Spells Slots: Level 1- 3
Spell Save DC: 11; Spell Attack Modifier: +3
Spells Known:
Level 1: Cure Wounds, Ensnaring Strike, Hunter’s Mark
Armor: Studded Leather (AC 12+Dex)
Melee Weapons: Scimitar (+5 to hit, 1D6+3 slashing; finesse, light), dagger (+5 to hit, 1D4+3 damage)
Ranged Weapon: longbow (+7 to hit, 1D8+3 damage, range 150/600, heavy two-handed)
Equipment: adventurer’s gear, horse, saddle bags, blanket, quiver, 50 arrows, staff, hunting trap, claw trophy, traveler’s clothes, belt, 10 GP
Trinket: a fan that when unfolded depicts a sleeping rakshasa
Personality Trait: Exiled from the Elator tribe for rejecting the beast gods and following Sambador
Ideal: the greater good
Bond: the will of the earth, the visions of Sambador direct her to destroy the heretics of the modern era
Flaw: the strong will survive and the weak will perish
Cutter (Axe Beak Companion)
AC 13, HP 23, Speed 50 ft; passive Perception 10
Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 2 (-4), Wis 10 (0), Cha 5 (-3)
Beak attack – melee + 6 to hit, damage 1D8+4 slashing
Monday, February 23, 2015
Wolfenstein: The New Order - review revisited
Actually, it turns out I was just stuck. I was in that horrid prison level (level 4) and couldn't get out of there. Cut forward about eight months and I've played a metric ton of Destiny, a great deal of it at high end heroic/epic levels. Now Wolfenstein feels like a piece of cake....I cut through the trouble level and everything after it yesterday. All done. Even that jackass Deathshead and his unstoppable flaming walker of doom.
Oh yeah, spoilers ahead.
Anyway, I played and finished Wolfenstein on the "Fergus" reality and quite enjoyed it. There's a problem with the game worth mentioning: it uses static save points, and those sometimes are spaced just far enough apart that it really feels like they are deliberately forcing you to restart certain key sections and suffer through a lot of repetition to get to the point where you died before...only to die again. I think it took me 2 hours at the end to get through about 20 minutes of content, to be honest (oh, thanks GameFAQs and all your contributors for existing!)
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| I sincerely hope we have a sequel in which you finally get your just desserts, Evil Nazi Lady From Hell |
So, some post-game observations:
I still think they needed an explanation on how Blaskzowski retained his physique while he was semi-comatose for fourteen years in Berlin.
I really wish they had alluded to something which suggested or explained the alternate reality of Wolfenstein in the context of prior games. They had the mad woman resistance fighter with her mathematical obsession of probabilities....and she briefly tantalized us with the possibility someone might imply that there is in fact something horribly wrong with the "future present" of the New Order, but any chance of a revelation is apparently going to rest in the future of the franchise.
Did the Nazis really invent artificial gravity for their Moon bases?
Did I just play a game in which an ancient cabal of Jewish super scientists over the milennia effectively created the first suit of Mjolnir Spartan Armor? Speaking of which, kudos to the devs for not falling to temptation and letting Blaskzowski wear the suit.
Outside of that, the game was almost fatalistically determined to craft one of the best "Nazis win" crapsack worlds ever, one where you might actually imagine a zombie apocalypse world would be less depressing. Kudos on that....I really am looking forward to a sequel now.
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| Wolfenstein: where our Nazis are 200% more evil than the next game's |
Frog God Fever Continues: Quests of Doom I and II up for pre-order now
Frog God fever continues, this time with Quest of Doom volumes I and II for D&D 5th edition here. Of course Fifth Edition Foes is up as well....and remember, you get both the print and PDF when you order the physical copy, a pretty good deal! Shipping in the States is very reasonable, too.
As I understand it, each of these books contains an adaptation of the modules from another tome of the same name that was written for Pathfinder and S&W. Naturally I hope they sell lots of copies, prompting them to adapt other Frog God/Necromancer tomes to Fifth Edition.
Note to my regulars: try not to read these if you get them, I plan on running these modules, mkay? And if you do read them, try hard to pretend like you didn't or Cthulhu will eat you.
As I understand it, each of these books contains an adaptation of the modules from another tome of the same name that was written for Pathfinder and S&W. Naturally I hope they sell lots of copies, prompting them to adapt other Frog God/Necromancer tomes to Fifth Edition.
Note to my regulars: try not to read these if you get them, I plan on running these modules, mkay? And if you do read them, try hard to pretend like you didn't or Cthulhu will eat you.
Lands of Pergerron: The City of Ambashan on the Silver Coast
The Silver Coast: The City of Ambashan
Ambashan
Ruled by the
half-elf Lord Dathain Kalumses latest regent of his royal line, Ambashan is a
client state of Haggain, though in all other respects Kalumses is seen as a
king by local standards. Ambashan maintains a great deal of autonomy, and is
even relied on by Haggain’s King Kataelroth to enforce control of the Silver Coast
northward through the region of Caruum; in this regard, as Ambashan is a client
state of Haggain, so then is Caruum a client-state of Ambashan.
Ambushan is
a powerful city-state in its own right, with a local population of nearly 20,000
it is second only to Haggain in size (which is itself nearly 40,000 in
population). It has an ethnic center of high elves who are descended from the
old Ihanefir houses, who now call themselves the Sindanyir (elvish for Elves of
the Silver). While elves have remained a minority population in most cities,
the royal line of Dathain Kalumses was intermixed with elven blood some time
ago; Kalumses himself is a century old due to his half-elven nature. This has
also had the side effect of making elves and half-elves a significant minority
in Ambushan.
As a coastal
port Ambushan fares well, receiving ships year-round from far and wide. Local
fish markets propagate like wild along the docks, and the city seems to thrive
on seafood and shellfish as a staple. Ambushan is known for its exotic dyes
used in clothing, which are culled from the local mussels and clams. Inland the
farmable terrain is prosperous, and the entire coast is a series of graded
tiers along the low hills, covered in wheat product, tubers, grapes and various
nuts. Ambashan’s greatest export is its comestibles.
Physically
the city of Ambashan is an architectural marvel for the Anansic people who
colonized the region; it is a marvel of design for its age. Some of the
buildings of Ambashan are much, much older than many suspect, however. The city
itself was built on the ruins of an older elvish city called Fyrutheil, once
the southern Capitol of the old Saric province. Fyruthiel, according to historical
tablets from the era, was prosperous until roughly year 50 of the Rule of Man,
when the old ruling elven houses agreed to migrate to the Ihanefir Mountains as
they followed their leader of that era, Coriathis. It is said an ancient
Coriathis still rules those houses in the subterranean realm of Caeoloth
beneath the mountains.
When the
city was annexed by the Dreaming Empire a dozen elven houses swore fealty to
the Emperor Sakan’Dazar, and were allowed to remain. The fascination for elves
among the men of the old empire was such that the earliest product of elven and
human union started in that era, and the city itself was largely kept intact,
the men of that age greatly admiring the elvish architecture. It wasn’t until
the year 415, which marked the end of the empire and the rise of the Anansic
conquerors in the region, that the city fell. The men of Anansis were not as
fond of elves, but they recognized that the Sindanyir houses had bred with the
local men and were quick to swear fealty to the Anansic warlord Katum-Harran
who claimed the city as his own. For this reason they were spared.
In the
subsequent five centuries the elvish houses have learned to live with the
Anansic invaders, and those humans are regarded even today as “invaders” by the
elves though they make such comments only among their own. The population of
Ambashan is now a strong mix of the old imperial bloodlines that did not
retreat to Thassar, the Saganyir elves, the half-elven descended bloodlines and
the pureblood Anansic clans. It is possible this could have been a volatile mix
if not for one quirk of the historical tale: when Katum-Harran invaded the
city, he took an elven wife named Siona for his bride. All of Harran’s lineage
up to the present lord Kalumses are half-elven as a result, and it was
established as tradition that the regent of the city must take a half-elven or
pure elven wife (or husband).
Five
centuries after conquering Ambashan Lord Harran is long dead, his great
memorial and tomb in the center of the city. His wife Siona lives on, though
she is said to have retreated to the Island of Menhapur in the Shanhavael Isles,
where she remains isolated with a select number of her elven kin and a
contingent of Ambashani soldiers who are stationed at the keep on the island.
Her descendants have made it a tradition to visit her on occasion for advice,
and curiosly she is known now as the Oracle of Abia, and is believed to receive
visions and portents of the future from the Enkanneth goddess.
Invasion of the Beast Cults
In the city
of Ambashan a plague of the beast cults has risen. The Beast Cults of Hadumari
are usually found far to the north, but an enclave has infiltrated the region,
for two purposes: first, the cult seeks to set up a base for trade in the
region with other beast cults located in Mesutin to the south. Second, the cult
lord, a Jackalwere priest named Savache,
has discovered an ancient map indicating that there was once a strong temple
and cult to the Enkanneth god Skuurn in the region, a cult which was given
great prominence in the old days of the Dreaming Empire. He has taken a contingent
of true believers, including human, jackalwere, gnoll and minotaur priests and
infiltrated the old catacombs and tunnels beneath the city (which were built
long ago in the era of the Empire of Sar) and now seeks to find this temple.
Meanwhile, the bloodlust of the Beast Gods must be sated, and he continues to
sacrifice hapless citizens kidnapped from the city streets to the gods Skuurn and
Vornen. He has received some aid from the elven house Uderastei, which itself
maintains a mystery cult and temple in the catacombs to the goddesss Medrea,
said to be the wife of Vornen. They believe that the arrival of the beast cult
is a sign that Medrea will soon rise to prominence and oust Abia as the local
civic deity.
The Marriage of Dathain Kalumses
The regent
is soon to be wed, and it is causing a riot in the streets. Six months ago Kalumses
returned from a journey south to the Mesutin port city of Angar. While there he
met the enigmatic southern elf-queen Seridreisa,
the ruler of the Elvish polities of the south called the Isunnei. As it turns
out, something interesting happened: Kalumses and Seridreisa fell in love, and
decided to marry. From a political standpoint this is a serious coup, as it
means that the polity of Isunnei, long exclusively holding fealty to the
Mesutin Empire, will now be politically aligned with Ambashan and Anansis.
There are several forces at work to make this stop, even as Seridreisa arrives
to marry Kalumses, leaving Isunnei in the hands of her own regent back home,
her son Madavar Krei. The risks include:
The Ire of House Atheryn: elven lord
Zashain of this house had been working for years to groom his half-elven
daughter Merisia to be the betrothed queen-to-be of the regent, and prior to
his journey south all looked like it was destined to happen. With the plan for
Kalumses to wed on his 100th birthday, it looked as if all was well,
and suddenly this Mesutin elf of the south has brought everything crashing down
around Zashain’s head. He’s not a moral elf by any means, and is already
considering hiring assassins of the Guild of the Black Court to assassinate
her. Merisia is not so jealous (and even slightly relieved) and may seek out
adventurers to help stop her father from committing an act that will bring ruin
to her house.
The Menace of Mesutin: while the
city-states of Anansis welcome any opening that gives them power in Mesutin,
the Imperial rule of Mesutin is not so pleased. The current emperor Ovidas Halambor III will not
tolerate such a union even though ostensibly the Isunnei elves are their own
polity of rule and are considered merely a client state to the Empire. He
leaves it to his agents to resolve the matter in the most bloodless way
possible that does not spark a war; the spymaster Harvaid and his dragonborn agent Koars will take a small fleet north, with the intent of
intercepting Issunei’s own fleet of ships carrying Seridreisa to her marriage.
His goal: to force the queen to marry one of the emperor’s cousins, a young fop
named Morgainos.
It is
possible that word of this intended betrothal gets out and Morgainos may
beseech allies in the form of the adventurers to interdict and stop this forced
marriage; indeed he’s not only not the marrying sort, he’s interested in quite
the opposite and would much rather pursue Seridreisa’s own son Madavar Krei.
It is also
possible that the kidnapping happens as planned, and the adventurers are among
those recruited by the regent Kalumses himself to find and rescue Serdreisa
before she is forced to wed the Mesutin noble.
A third
possibility for the most direct action would have Kalumses himself sending the
adventurers south to meet Seridreisa at the beginning of her journey, as guides
and bodyguards, to insure she arrive safely. Some intrigue might rise when the elven
fleet stops at the Island of Menhapur so that the queen may consult with Lady
Siona on the portents of her marriage. Perhaps while there she learns that the
portents of the marriage are curious: Siona will state that three great deeds
must be done to insure peace and prosperity between Kalumses and Seridreisa in
their marriage. One deed would be to quell the ancient beasts of the land (stop
the Beast God cult from rising).
A second
deed would be to seek the favor of the First King by offering a prayer before
his tomb: Lady Siona must journey to the
Tomb of Katum-Harran, located conveniently on a remote island in the Shanhavael
Isles, but one which is monster-infested and lost to human control. The third
portent requires that she mend peace with her father, something which confuses
Seridreisa as she knows only that her father journeyed to the Outworld
centuries ago when she was a little girl, and fails to understand the proper
meaning.
In fact, her
father (Arios) did leave for the
Outworld long ago, because it turns out he forsook his own soul to the Unseelie King Malador in exchange
for his daughter. Seridreisa was never informed of this, though a conversation
with her elder seneschal and advisor Keillith
reveals the truth: Arios could not bear children, and he and his wife (her
mother, who she was told passed away not long after her birth) desperately
wanted a daughter. Seridreisa was the result, but it took Arios petitioning The
Lord of the Unseelie himself for this blessing.
At this
point there is the possibility of a protracted campaign in planar adventuring,
will lead to the revelation that on the Island of Menhapur there is a Summoning
Circle which allows one to migrate into the dominions of the Outworld (the
planes). The circle leads directly to the vast desertlands of the Outworld
itself, where the Primordials once roamed and are now trapped by the spells and
prisons forged by the Enkanneth. From there one may find the Forest of Lost Spirits
which itself is a gateway to the Arboreal Kingdoms of the Fey. In this dominion
the adventurers may yet discover the mystery of Seridreisa’s father Arios, and
how he has now served for centuries as a dark knight of the Unseelie King
Malador.
Or, they
could find that the summoning stone allows them to contact and bring him,
albeit momentarily, back to the mortal realm, allowing a father/daughter
reunion. Either way, the reunion (whether after a long journey in the planes or
via a quick shortcut) will reveal something important: Arios, though he loves
his daughter, did not sell his soul to Malador to insure he and his wife gave
birth to a daughter. No…she was stolen from Malador by Arios, and Malador took
Arios in exchange for keeping his own daughter. Seridreisa is actually of
unseelie eladrin blood!
This
complication can lead to a myriad variety of plot complications. She’s not a
blood heir to her own realm of Isunnei. It means her marriage might not be
regarded as so strong. Her own son is half-unseelie eladrin and half true elf,
so he may have a legitimate claim to remain in power, but her heritage now
makes her suspect. She will feel compelled to be honest, but a cover-up might
make more political sense. Revealing this fact to any agent of Mesutin may
prompt them to call off any forced marriage to the Emperor’s cousin, but they
will also want to spread word to sabotage the marriage to Regent Kalumses.
It’s a messy
situation, in other words.
Here’s a
suggested timeline of events for this proposed campaign:
Start: adventurers are sent by Kalumses
south, to shores of southern Isunnei to collect his bride. Journey takes 6
weeks, and starts in early Spring. He provides them with his fastest longship,
the Morning Dawn, with a crew of 40 sailors and 120 hardy oarsmen/soldiers.
At 6 Weeks: adventurers brave the Amber
Sea and arrive in Isunnei to the south, to meet the fleet of eleven elvish long
ships prepared to sail north.
At 9 weeks: the Mesutin fleet led by Harvaid,
Koars and Morgainos intercept the elven fleet, and a tense risk of engagement
ensues.
At 11 weeks:
assuming everything continues as planned, fleet arrives at Menhapur Island and
they spend ten days visiting the Oracle of Abia, learning of the three portents
that must be fulfilled.
Between 12-13+ weeks: adventurers
protect and aid the queen as they seek out the tomb of the First King, then back
to the Circle of Summoning. The “quelling of the beast gods” cannot be done
until the fleet arrives in Ambashan.
Weeks 13+???: If the extended “journey
through Outworld to the Arboral Kingdom of Malador” is used, indeterminate
amount of time taken, though only hours may pass in the mortal world. Quicker “we
summon Arios and learn of the bad news about queen’s lineage” takes a day.
Weeks 14+: Another week of sailing
brings fleet to Ambashan. How this plays out depends heavily on player
decisions and influence of the NPCs, but the default is that the queen informs
the regent of her true lineage, and he decides he doesn’t really care and that
as far as Anansic law is concerned she is the legitimate ruler of Isannei and
he will give her all the men she needs to enforce her rule in the south if
needed. This of course sounds like a call to war, and the spymaster from Mesutin
will do what he can to cause sedition in the ranks. Meanwhile, as the marriage
will go forward, the PCs need to then track down the beast cults and put a stop
to them.
Saturday, February 21, 2015
D&D 5E Saturday Creature Factory: Gear Maidens in 5E revisited (for the last time!)
I'm going to try and post a new monster for D&D 5E every Saturday. Today however I'm going to revisit the Gear Maiden one more time, using the DMG monster building guidelines to fine-tune my prior effort, which was last seen in November 2014. Interestingly by the DMG the Gear Maiden as presented is a CR 3 creature (using the formula for comapring defense and attack averages and adjusting for immunities). Here goes:
Gear Maidens
CR 3 (700 XP)
Medium Humanoid Construct, chaotic neutral
(usually)
Initiative +1
DEFENSE
AC 18 (natural; equivalent to plate)
HP39 (6D8+12)
Immunities: poison, disease, necrotic, psychic, mind-affecting
spells and enchantments
Resistances: cold (plus reduces movement by 30 feet for one
round), bludgeoning, slashing or piercing weapons that are not magical or made of adamantine.
OFFENSE
Speed 30 feet
Multiattack-the gear maiden attacks twice
with its blade arms.
Melee Attack-retractable blade arms; +6
to hit (reach 5 ft; one target); Hit: 1D8+4 slashing; Special: critical strike
on a 19-20; may retract or extend blades as a bonus action once per round.
Statistics
STR 16 (+3), DEX 10 (0), CON 17 (+3),
INT 13 (+1); WIS 9 (-1), CHA 11 (0)
Saves: Constitution +5
Languages: usually an ancient dialect (old Saric) plus common
Senses: Perception +3 (passive 13)
Terrain: any ruins
TRAITS
Construct-does not breath, eat or sleep.
Lighting Attack Reaction - Special: lightning damage heals gear maidens
for the amount of damage rolled (instead of dealing damage).
Cold Damage – Special: cold damage is resisted, but reduced
the gear maiden’s total movement by 30 feet for the round.
Gear maidens are an unusual construct sometimes
found in the ancient ruins of Pergerron. Each gear maiden has the appearance of
a suit of armor or a mannequin made to look like a woman comprised of complex
clockwork moving parts. Most of the gear maidens appear to be one of three
types: jackal-headed, elvish-looking, and on rare occasion smooth, featureless
faces with a mirror of silver where eyes, nose and mouth would be located.
Gear maidens may have served some other purpose
in the ancient past, constructs designed for amusement, or to serve as guards
perhaps. Today they are relics which haunt the ancient ruins, acting
erratically and without purpose. When a gear maiden (or group of such) is
encountered roll to see what their pattern of behavior is (D10):
1-4 - the gear maidens function as if the ruin
around them is still alive; they prop skeletal remains up on chairs, serving
them empty platters of food while serving long-dried bottles of wine. They will
grow antagonistic to anyone who tries to point out the absurdity of their
actions or the deathly nature of those they "serve."
5-7 - the gear maidens are mad, and appear to
have suffered some sort of mania, which they may call
"malfunctioning" to those who can prompt them to speak coherently.
These are deadly, usually attacking randomly before fleeing, only to circle
back later and strike again.
8-9 - some may be found which are coherent,
usually hunting for parts. These gear maidens salvage relics of lore and
preserve them, as if enshrining the lost civilizations of old Sar and other
empires of the past. They are not above cutting down maddened versions of their
own to salvage parts to repair themselves.
10 - Occasionally a cunning and vengeful gear
maiden will be found. These are the deadliest, for they remember the fall of
the old empires, and the destruction of those they served. They will seek to
hunt down and exterminate all humans and demi-humans they come across, and will
do so with great cunning and relish.
Aside from the retractable blades (about as long
as a short sword, but much sharper) gear maidens have the traits of other
constructs, and are immune to any gaseous or poison attacks, as well as any
attacks that affect life force (necrotic damage, for example). They are also
immune to mind-affecting spells, for their magical artificial brains cannot
comprehend or react to the magical influence of the mind. Lighting damage heals
them. Cold damage deals 1/2 damage to them but they are slowed by 20 feet of
movement for 1 round after being subject to the cold-damaging attack (until the
end of their next turn).
An entrepreneurial fighter with some weapon-smithing
skills could extract the arm blades of a destroyed gear maiden to find that
they can serve as the ingredient for enchanted short swords of amazing quality
(+1 short swords).
Friday, February 20, 2015
Lands of Pergerron: the Lich Aruman
Back to Pergerron: Aruman is an ancient lich who has been both trapped within and protected by the Vosjin Wood. His schemes are far-reaching, however, and he promises profane occult lore to those who will do his vile bidding...
The Many Schemes of Aruman
Aruman is an
ancient lich, once a man, who bears a great grudge against the city of Samaskar
and the ruling king Damadis who betrayed him two centuries ago. Aruman’s key
personality elements include a habit of never telling the same story the same
way twice, never displaying remorse or regret, and strongly believing in the
principles of the plague god of the undead Pulsragal, whom he personally
ventured into the Outworld to find, in order to achieve his immortality.
He is at
mortal odds with the Lich Xamorthas, whom Aruman once studied under and stole
the requisite spells from to commune with Pulsragal. Two centuries ago, when
King Damadis and Queen Aspara were feuding, Damadis consorted with the lich
Xamorthas for aid, and in exchange all Xamorthas asked was that Damadis hand
over Aruman. At the time Aruman was a venerable servant of the king, an agent
of the court and a newly formed lich of great power; his betrayal of Xamorthas
had been discovered at last.
Damadis did
indeed hand over Aruman to Xamorthas, or attempted to. Aruman was able to
escape, and was chased into the deeps of the haunted Vosjin Wood. Some claimed
that not even Xamorthas and his hunters could find Aruman within the mysterious
woods, but the truth is they did: the lich’s warriors tossed Aruman down a
natural cistern after dismembering him. There, Aruman lay wounded but not dead
due to his immortality as a lich, and he discovered a portal to the Outworld,
which exposed the majesty of the hidden mountain of Sambador at the heart of
the woods. Aruman petitioned dark spirits within to restore him, in exchange
for insuring that Sambador’s temple be restored.
Today, Aruman
dwells in a small villa built over the cistern and cavern he found which
allowed for passage into the Outworld. He has continued his magical studies for
two centuries, and has learned much in this time. The forest never allows him
escape, for Lamia Queen Sukagras dislike him, but the two spirits of the
wood-the White Stag and the Black Rook-have taken a liking to him.
Without an
ability to leave the Vosjin Wood, Aruman must act through third parties to seek
out new magic, discover ancient lore, and gain revenge upon the descendants of
King Damadis. He ultimately seeks to escape the woods and gain revenge upon
Xamorthas as well, but that is revenge he personally wishes to exact.
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| Aruman's hut |
Ancient Tomes of Pergerron
Both of these books, or copies therof, are
in the possession of Aruman:
The Tupsimatti Grimoire
This ancient
tome is a treatise on the origins of the primordials, the rise of the elves in
ancient Sar and the origins of the mysterious power that is the quintessence,
the fifth element, of magic. Those who read it will find that the book is
nearly endless; every month of study will reveal the following:
In Magic World it reveals 1D3-1 new
spells, and allow the reader a chance to improve his or her Intelligence or
Power scores (only one, and once a month).
In D&D 5E it reveals 1D3-1 new
spells to the user each month of levels 1D10 (where 0 is a cantrip). The book
can be used to swap out one prepared spell during a short rest with another
from the book.
The Tome of Grol’Magog
This potent
ancient tome contains the teachings of the outworld Demon Prophet Grol’Magog
and includes a detailed discussion of the City of Chains where the ancient
demon sorcerer dwelt. It provides planar gate magic, summoning magic, and names
thirteen of Grol’Magog’s enemies’ true names. It contains dozens of useful
spells, but the reader who learns it all risks madness and possession by
Grol’Magog himself, who has imbued a portion of his demon spirit within the
tome.
In Magic World, the user risks
possession by Grol’Magog when reading the book (INT 21, POW 27; a resistance
roll of POW vs. POW that leads to failure means the malevolent spirit is in
possession of the sorcerer; this conflict may be rolled once per day after 8
hours of sleep, and each time the victim is possessed the spirit steals 1 POW
from him or her). If the reader successfully fights off the spirit then one new
spell is revealed and learned.
In D&D 5E, the spirit will take
possession (similar to a ghost) which requires a DC 17 Charisma save to resist.
Failure means the spirit retains total control of the reader for one day and a
new save may be made after a long rest (yes, the spirit may intentionally
deprive the victim of sleep to stay in control). A successful save means one
new spell of choice (or random at the DM’s discretion) is revealed which the
reader may then study and add to his or her spellbook. After the first time the
reader is possessed, future saves are made with disadvantage.
Neill Blomkamp on for the next Alien movie
Neill Blomkamp is officially on board for a new Alien film. This is the guy behind District 9, Chappie and Elysium, among others. He posted some design work on a hypothetical Aliens film that would be an "alternate history sequel" of sorts to Aliens...something which seemed a bit unfeasible given the current age and inclination of the original actors, in which Corporal Hicks and Newt live again (and not just in the Aliens: Colonial Marines video game way). It also suggested some very weird thematic designs, including Ripley in what looked like an Alien spacesuit. Hmmmm.
Given some of the thematic elements in Blomkamp's movies, it won't surprise me if Ripley somehow manifests in the film (or some cypher/substitute if Weaver is tired of dragging her character on) with a bit of an Alien DNA problem....but I kinda hope not since that was at least part of the many reasons Alien: Resurrection was such a bad movie.
It also won't be a "Prometheus 2" and will apprently take place an undefined amount of time after the sister franchise....which of course is reasonable. Anything else would only be worse and more confusing to the Alien/Prometheus Universe.
You know....I like everything he's done, and while I'm not too keen on a retcon film, I'll take what I can get when the odds are good the results will be worth it. Consider me intrigued at what Alien 5 will bring to the table now.
Given some of the thematic elements in Blomkamp's movies, it won't surprise me if Ripley somehow manifests in the film (or some cypher/substitute if Weaver is tired of dragging her character on) with a bit of an Alien DNA problem....but I kinda hope not since that was at least part of the many reasons Alien: Resurrection was such a bad movie.
It also won't be a "Prometheus 2" and will apprently take place an undefined amount of time after the sister franchise....which of course is reasonable. Anything else would only be worse and more confusing to the Alien/Prometheus Universe.
You know....I like everything he's done, and while I'm not too keen on a retcon film, I'll take what I can get when the odds are good the results will be worth it. Consider me intrigued at what Alien 5 will bring to the table now.
Thursday, February 19, 2015
Mice with human DNA developing larger brains
Read about it here, and realize that we were only off by the specific type of animal that will rise up to replace us....Dawn of the Planet of the Mice, apparently?
All silliness aside, this sounds to me suspiciously like some nascent transhumanism going on with some uplifted animals in the works.
The horrific connotations are already percolating through my mind....
Wednesday, February 18, 2015
The Smart Shopper: Five Tips for Gamers who want to avoid DLC
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| Years later the armored horse from The Elder Scrolls: Oblivion looks so quaint compared to today's DLC offerings |
All this recent talk about DLC in the gaming media--much of it sparked by Evolve, which is so thick with planned DLC its hard to see the actual game in the mix--basically boils down to the following interesting factoids:
First it seems to be a given these days that publishers and developers will find a way to market their game with DLC planned in at an early stage. This is becoming very common. Officially its a way to sell more content for the game you love, but realistically its a way to sell content to you that we as consumers recognize would have been included in the original price just a few years ago.
Second, consumers hate DLC, and to read any thread on it one would have a hard time understanding how these games survive such intense dislike for it. Of course the truth is...consumers buy it, enough so that it's worth the time for publishers and devs to pack their games with it. We are quick to purchase DLC because, well, we're kinda dumb that way. Also, and to be perfectly fair, not all DLC is created equal. For example, Bethesda sells decent DLC expansions for its RPGs which often contain 5-20 hours or more of content, or expand fundamentally on the whole game. That's significantly better DLC than an $5 pack which contains some reskins so you can look extra cool in Call of Duty, or even worse, the DLC car packs racing games sell.
So lets say you want to play games, but you don't want to worry about DLC? Well, here are the quick and easy strategies to get you there:
ONE: Stop buying new and wait for the "definitive edition" later on
If you can get over the idea that you need to have it on day of release, or close to it, then you find that you can wait until the game comes out in a special "gold edition" or "GOTY" pakage that just happens to contain all the DLC bundled up. Retailers and pubishers know this is a part of the market: they know you exist, so they will inevitably release a "complete" edition of their game just for you. Hell, you can get an even greater deal by showing severe restraint and waiting until that GOTY edition goes on sale.
TWO: learn to play with yourself
Multi-player is big bucks and it is clear that most game publishers out there want a piece of that pie. Call of Duty titles don't sell DLC to single players, they sell 90% it to the multi-player crowd. Battlefield games cater exclusively to multi-player in their DLC. Most games these days are selling map packs and vanity items for the multi-player gamers. If you only ever buy Call of Duty: Advanced Warfare for the single-player elements, you will find it surprisingly easy to not care about the expansion DLC. If you wanted to play Battlefield 4 for its amazingly average and buggy campaign, you could easily find that on sale for $10 and ignore all that DLC.
THREE: remember that F2P is probably the most expensive option out there if you can't show restraint
This should go without saying, but free games are usually going to cost you the most. One way to avoid finding this out is to simply avoid them. Another is to play them until you reach that point where you realize the game is now trying to manipulating you into making purchases. Ultimately, it's up to you to decide what threshold you want to set for your experience, but my suggestion is to waste no time in a game you're not willing to pay for...and especially no time in a game that wants you to pay big bucks for it. If you figure a game should be worth $60 to you, and from the item shop figure out that you can spend that amount and get you're money's worth out of it, then great. If you can't figure out how much it will take to get the "quantity" of game you want, then back away, quick. Avoid F2P games that have multiple juggling currencies, especially.
FOUR: buy games that don't do DLC
Seriously. There are games out there which do not attach any DLC to their game at all, or at best may throw out a few vanity item packs as pre-purchase incentives, stuff that is otherwise completely ignorable in the game.
But, you may ask, most of those games are part of the hellish deluge of subpar indie titles which have swamped Steam and made the Humble Bundles instant jokes...right?
Well, not entirely. Here are some very recent "DLC-free" games I think are worth mentioning, and all of them qualify as "big budget." Oh..and they're all halfway decent, too:
Wolfenstein: The New Order: this single-player FPS adventure is a complete package with no DLC at all. If you're into the alternate history future Reich of the 1960's vs. a guy who can retain some pretty swole muscle tone even after spending more than decade in a coma, then this is a great title. Also, a solid shooter, and often easily found on sale.
Bound by Flame: this action RPG manages to entertain even in its occasional moments of cheesiness (and cheesecake), with a robust story of a man (or woman) who becomes infected with a flame demon and a quest to save the world from an extreme undead menace. No DLC and the full game is plenty of fun.
Lords of the Fallen: while LotF does have some armor/equipment packs you can get, they're completely irrelevant to this "survival dark fantasy" style game which is a variant on the Dark Souls style of game, albeit with better mechanics that are a bit less obtuse than its source of inspiration. I admit I was ready to give up on it, but eventually I figured out how to play the damned game....a blog worthy topic all on its own. Worth checking out, not the least of which is the lack of any necessary DLC.
Resident Evil HD Remaster: I would like to recommend all the Resident Evil games just because (if you know me and my blog) I am a terminal RE fan, but most of them are A: over a year old, and B: contain DLC that in my opinion is pretty core to the game experience. Although almost all RE games to date lock the multi-player behind DLC and give you the full regular campaign, so they're not really that egregious....but the MP in Revelations and RE6 was actually quite fun, so YMMV. But this is about the recently remastered original Resident Evil, of the first remastered edition that came out on the Gamecube ages ago. A solid update which demonstrates there's plenty of life in this style of game, and that it can be done with a cleaner, newer "non tank" control system, too. And...it's cheap. Well worth it.
Halo Master Chief Collection (Xbox One): for the Xbone fans out there this is four complete games, tons of multi-player, the Spartan Ops co-op missions and the Halo TV show all in one package with no DLC in sight. Well worth the purchase, if you happen to own an XB1.
Diablo III Reaper of Souls: yeah, seriously. The console edition includes the core plus expansion, and the expansion is an actual "expansion" the way they used to be, with a full additional campaign, loads of additional content, and a new character type. I think it's pretty much impossible not to find the whole game now, and they also got rid of the real money auction house some time ago (in case you hadn't heard). If you're gonna buy something with an expansion, get a game that does it the right way.
The following two get an honorable mention:
The Last of Us PS4 edition: the remastered PS4 version actually has a metric ton of DLC, all of which you can ignore; the single player campaign and the expansion are included in the base price and are more than worth it, easily one of the best games of the last several years. All of the DLC content is aimed at the multi-player side, which I've never even tried (though I hear it is fun) and also all appear to be ridiculous customizable vanity items.
Grand Theft Auto V: Well there is some sort of currency you can buy for the GTA Online deal but as I see it most games will cater to multi-player, and will pander to the needs of MP gamers with vanity items, quick in-game cash and utility elements. GTAV the regular game itself is a complete experience and frankly a pretty amazing one if you're even vaguely into ironic weird crime dramas. If you've ever wanted to see what the style of Tom Dorsey or Carl Hiaasen would look like applied to a video game set in pseudo Los Angeles, GTAV is it. Also soon to arrive on PC, amazingly.
If you stick to the four guidelines above, you should have a relatively DLC-free experience (or at least enjoy DLC content without spending an arm and a leg).
If you do happen to like indie titles and all the retro-mania nostalgia that seems to have swept over small indie devs with limited budgets, then the sky is the limit. I'm not very nostalgic for the gaming days of yore, probably because I fall in that special generation where my childhood peak of computer gaming was smack in the middle of the great crash in the 80's, a time when games were crap and everyone knew it except Sears. I wouldn't even dare to pick up another console again until the Playstation showed up....but if you're someone who thinks pseuo-8-bit side scrollers borrowing themes from an endless array of Nintendo games is awesome, then this is the time for you, buddy. And you probably don't need the advice I just offered, because you're busy playing Retro City Rampage (actually kind of a fun game).
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